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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 1ff71d682..dd240a4ce 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -523,6 +523,11 @@ private: // shader. ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex); return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))"; + case Attribute::Index::Unknown_63: + // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this. + LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63"); + UNREACHABLE(); + break; default: const u32 index{static_cast<u32>(attribute) - static_cast<u32>(Attribute::Index::Attribute_0)}; @@ -534,6 +539,8 @@ private: LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index); UNREACHABLE(); } + + return "vec4(0, 0, 0, 0)"; } /// Generates code representing an output attribute register. |